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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "ASESampleShaders/Community/TFHC/Highlight Animated"
- {
- Properties
- {
- [HideInInspector] __dirty( "", Int ) = 1
- _Color("Color", Color) = (0.9044118,0.6640914,0.03325041,0)
- _Albedo("Albedo", 2D) = "white" {}
- _Normal("Normal", 2D) = "bump" {}
- _Emission("Emission", 2D) = "black" {}
- _Oclussion("Oclussion", 2D) = "white" {}
- _HighlightColor("Highlight Color", Color) = (0.7065311,0.9705882,0.9596617,1)
- _MinHighLightLevel("MinHighLightLevel", Range( 0 , 1)) = 0.8
- _MaxHighLightLevel("MaxHighLightLevel", Range( 0 , 1)) = 0.9
- _HighlightSpeed("Highlight Speed", Range( 0 , 200)) = 60
- [Toggle]_Highlighted("Highlighted", Float) = 0
- }
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityShaderVariables.cginc"
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 texcoord_0;
- float3 viewDir;
- INTERNAL_DATA
- };
-
- uniform sampler2D _Normal;
- uniform float4 _Color;
- uniform sampler2D _Albedo;
- uniform float _Highlighted;
- uniform sampler2D _Emission;
- uniform float _HighlightSpeed;
- uniform float _MinHighLightLevel;
- uniform float _MaxHighLightLevel;
- uniform float4 _HighlightColor;
- uniform sampler2D _Oclussion;
-
- void vertexDataFunc( inout appdata_full v, out Input o )
- {
- UNITY_INITIALIZE_OUTPUT( Input, o );
- o.texcoord_0.xy = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- }
-
- void surf( Input i , inout SurfaceOutputStandardSpecular o )
- {
- float3 Normal = UnpackNormal( tex2D( _Normal, i.texcoord_0 ) );
- o.Normal = Normal;
- float4 Albedo = ( _Color * tex2D( _Albedo, i.texcoord_0 ) );
- o.Albedo = Albedo.rgb;
- float4 Emision = tex2D( _Emission, i.texcoord_0 );
- float mulTime138 = _Time.y * 0.05;
- float Highlight_Level = (_MinHighLightLevel + (sin( ( mulTime138 * _HighlightSpeed ) ) - -1) * (_MaxHighLightLevel - _MinHighLightLevel) / (1 - -1));
- float4 Highlight_Color = _HighlightColor;
- float4 Highlight_Rim = ( pow( ( 1.0 - saturate( dot( Normal , normalize( i.viewDir ) ) ) ) , (10.0 + (Highlight_Level - 0.0) * (0.0 - 10.0) / (1.0 - 0.0)) ) * Highlight_Color );
- float4 Final_Emision = lerp(Emision,( Emision + Highlight_Rim ),_Highlighted);
- o.Emission = Final_Emision.xyz;
- float4 Oclussion = tex2D( _Oclussion, i.texcoord_0 );
- o.Occlusion = Oclussion.x;
- o.Alpha = 1;
- }
-
- ENDCG
- CGPROGRAM
- #pragma surface surf StandardSpecular keepalpha fullforwardshadows vertex:vertexDataFunc
-
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- # include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- sampler3D _DitherMaskLOD;
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float3 worldPos : TEXCOORD6;
- float4 tSpace0 : TEXCOORD1;
- float4 tSpace1 : TEXCOORD2;
- float4 tSpace2 : TEXCOORD3;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- vertexDataFunc( v, customInputData );
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.worldPos = worldPos;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- fixed4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputStandardSpecular o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
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